Nukey Shay Posted April 20, 2008 Author Share Posted April 20, 2008 Some older ones not previously posted to the thread... Alien.zip Amidar.zip Fantastic_Voyage.zip Fast_Food.zip StarWarsESB.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 22, 2008 Author Share Posted April 22, 2008 Cathouse Blues & Gigolo: I don't know a whole lot about the $ system in these "adult" games...but here's SC-compatable versions anyway. Use B&W to toggle PAL60 (7800 compatable), and left difficulty to control how many lives are lost in mugger attacks (easy = 1, hard = all). Either joystick can be used. Instructions: Remember the rooms where the 7 target characters go to. Pick up some money at the front desk (?...this must be done before you are allowed into rooms). Then enter one of the rooms. If you picked a wrong one, one that had already been entered, or had no "desk money" left, the police will try to track you down. They may also chase you if you are using the firebutton to sprint. You are taken to jail and lose a chance if caught. If a valid room was chosen, the "x-rated" part of the game begins - whack your stick up and down to make your dough Completing all 7 rooms starts over with a new set. Periodically, the mugger will leave the "jail" and try to kill you. It seems this behavior is disabled if you can reach the jail in time* (or just wait it out until he returns on his own). In the original game, all chances are lost if he catches you. This is selectable in the hack. The annoying game over sound effect is present in the original games...and was not changed here. * anyone confirm? Cathouse_Gigolo.zip Quote Link to comment Share on other sites More sharing options...
ovalbugmann Posted April 23, 2008 Share Posted April 23, 2008 Thanks Nukey! I've got a lot of software to play on my unmodded SC, thanks to you! - so I forgot all about chopping it up and doing the SC mod. It's not needed now, & hopefully I can get a Chimera from MOS 6507 and will never have to mod my vintage SC. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 24, 2008 Author Share Posted April 24, 2008 Some updates... Custer's Revenge still had a possibility of crashing the SC due to an RTS at $xFF7. This has been fixed. As before, use the B&W switch to toggle PAL60 mode. Dark Cavern's Game Reset screen corruption has been -almost- completely removed...only 2 scanlines added now. PAL60 and Black background versions included. Carnival... Difficulty switches implemented: use difficulties to handicap a player. When in "A" position, bullets will be deducted twice as fast as you shoot. Ducks still eat the same amount tho. There is a slight glitch if GAME SELECT is used during the demo game screen (immediately after powering up) that may add a scanline for a short period...use Game Reset first to avoid. Carnival.zip Dark_Cavern.zip Custer__s_Revenge.zip Quote Link to comment Share on other sites More sharing options...
doctorclu Posted April 25, 2008 Share Posted April 25, 2008 Wow, here is my kudos on all this... this is really getting my interested to getting my Supercharger working with a 2600. I used to wonder why bother when I had a 7800 and CC2, but this is actually getting me interested. Would love to learn how to disassemble games...looking at the source to cathouse was interesting. So first, I seen these are bins. What is the best way to convert these to wav files and is there a Mac app? I know once we have wav files iTunes can convert these to mp3's and from there I can put them on my mp3 player. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 25, 2008 Author Share Posted April 25, 2008 I have zero experience with actual SC hardware (the same goes for Macs), so I couldn't tell you with any reliability. I know that Makewav and Wplaybin exist for the Windows and Linux platforms, but it looks like Mac users are limited to an OS9-compatable version of Makewav...if that helps. Linkage: http://www.rufwork.com/mactari/ Quote Link to comment Share on other sites More sharing options...
tkarner Posted April 29, 2008 Share Posted April 29, 2008 Is there a Supercharger-friendly version of Demon Attack floating around? I seem to recall seeing it but I can't find it, so I may be mistaken. Quote Link to comment Share on other sites More sharing options...
Impaler_26 Posted April 29, 2008 Share Posted April 29, 2008 Is there a Supercharger-friendly version of Demon Attack floating around? I seem to recall seeing it but I can't find it, so I may be mistaken. Try this one. DemonAttack_Supercharger_.bin Quote Link to comment Share on other sites More sharing options...
tkarner Posted April 29, 2008 Share Posted April 29, 2008 Is there a Supercharger-friendly version of Demon Attack floating around? I seem to recall seeing it but I can't find it, so I may be mistaken. Try this one. Many thanks. Quote Link to comment Share on other sites More sharing options...
tkarner Posted May 1, 2008 Share Posted May 1, 2008 Nukey, are you taking requests for games to make SC compatible? How about River Raid? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 1, 2008 Author Share Posted May 1, 2008 Easy. Thomas already made a complete reverse-engineered disassembly that is very well commented...so all I needed to do was save 4 bytes in it (a 4-byte table exists in the hotspot locations, so once free space is made move it outta there). ScoreTab was a prime candidate, because it begins with 4 zeros that are not shared in the original game. Just below it are bitmaps of the sprites...many of them using zeros. So I just grabbed the Scoretab table and moved it to the end. At the end of the bitmaps were 2 bytes that were never used (each bitmap = 12 bytes). Swapping HouseA and HouseB came up with the other 2...that are now shared with ScoreTab. Because an RTS that exists at $FFF7 can indirectly trigger a hotspot, I also moved ROM-TABLES(Part 5) to the end of the subroutines. NOTE: The disassembly as been altered to work on older versions of Dasm (which had a problem with -1's and ~'s). I never trusted Align's, so these have been commented out and replaced with ORG's River_Raid.zip Quote Link to comment Share on other sites More sharing options...
tkarner Posted May 2, 2008 Share Posted May 2, 2008 Thanks for River Raid. Your mods are really expanding the number of good 4k games that we can use with the Supercharger. I have a question about the modified Atlantis you posted a while back. Seems to have some sound issues. You know the sound the enemy ships make when they're laser-ing the city? That noise is constant in the modded version. You hear it even when the ships aren't laser-ing. Is that a bug or feature? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 3, 2008 Author Share Posted May 3, 2008 (edited) A bug...thanks for the headsup! Modified files put in the post (on page 2). Added: NTSC and PAL60 versions of Malagai... NOTE: the difficulty is reversed in this game (B=harder). This aspect is present in the original game, and not changed here. Malagai.zip Edited May 3, 2008 by Nukey Shay Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 4, 2008 Author Share Posted May 4, 2008 (edited) Backgammon: NTSC & PAL60 palette selection added via B&W switch (7800-compatable). Colors have been altered slightly so that SECAM works too. The assembly file includes an option to disable the easter-egg - in the original game, the computer is allowed to pick double-9's when no moves are valid and chips are in the bar. The player is never allowed to do the same. BTW here is the delay logic for the computer's turn... LF36E: jsr LF3A5 ;6 jsr LF829 ;6 lda $E5 ;3 cmp #$3C ;2 wait for 1 second bmi LF36E ;2 You could make the computer quicker by replacing the bottom 2 lines. For example... and #$20 ;2 wait for 1/2 second beq LF36E ;2 Pic of Backgammon's easter-egg... Backgammon.zip Edited May 5, 2008 by Nukey Shay Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 6, 2008 Author Share Posted May 6, 2008 (edited) Parker Bros' Frogger: 7800-compatable palette selection added. Luckily, the sprite copies used for the rightmost home frogs had the upper 2 bits free (and SWCHB was already being stored). So I used those 2 free bits to utilize 7800 autodetection and flippy bit. I had a lot of space left over (with even more yet unclaimed), so I added a "squish" animation, varying colors for the lifebar, and an alternate color for the 2nd player's score. Frogger_PB.zip Edited May 6, 2008 by Nukey Shay Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 14, 2008 Author Share Posted May 14, 2008 Flash Gordon: Supercharger/7800 compatable. A 2-scanline difference during game pause is present in the original game. Still not corrected here. A PAL60 conversion also needs completion. Flash_Gordon.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 15, 2008 Author Share Posted May 15, 2008 Frostbite: SC-compatable NTSC & PAL60 binaries... Frostbite.zip Quote Link to comment Share on other sites More sharing options...
tkarner Posted May 16, 2008 Share Posted May 16, 2008 For the longest time I believed Imagic's Laser Gates was Supercharger compatible. Then yesterday, fairly deep into the game, it crashes... Oh well. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 16, 2008 Author Share Posted May 16, 2008 A 4-byte data table exists right on the hotspots. There's a few bytes unused earlier in the code, so it can just be moved up there. Also added: Dragonfire, NTSC and PAL60 binaries. Laser_Gates.zip Dragonfire.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 17, 2008 Author Share Posted May 17, 2008 (edited) Deadly Duck... A previous version was made that still had the possibility of crashing. Corrected here. Half of a page of free romspace if somebody wants to take a stab at a palette-select hack. EDIT: incorrect binary submitted...here's the working one: Deadly_Duck.zip Edited May 22, 2008 by Nukey Shay Quote Link to comment Share on other sites More sharing options...
tkarner Posted May 18, 2008 Share Posted May 18, 2008 Thanks once again. You are providing an invaluable service. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 18, 2008 Author Share Posted May 18, 2008 Star Wars - Jedi Arena (NTSC currently) And some edits to older files not previously posted to this thread... M.A.S.H. - NTSC and PAL60 versions. Spiderman - NTSC and PAL60 versions. Reflect animation and white web color added. Scanline count corrected. Star_Wars_Jedi_Arena.zip MASH.zip Spiderman.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 18, 2008 Author Share Posted May 18, 2008 Superman, NTSC & PAL60 Superman.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 18, 2008 Author Share Posted May 18, 2008 Tron - Deadly Discs, NTSC & PAL60 Tron_Deadly_Discs.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted May 18, 2008 Author Share Posted May 18, 2008 Trickshot - 7800-compatable palette select Trickshot.zip Quote Link to comment Share on other sites More sharing options...
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